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Steering Wheel-age (or why you should try rFactor)

mclaren777

Member
mrklaw said:
Firstly I had no FFB (DFGT), so I installed the logitech profiler. (software controllable steering stops, nice!). But now the FFB is odd. There is nothing when the steering wheel is centered, and then tons when I start to move the wheel, pulling my wheel in the direction I'm steering.

And is there any way to get different cars? I'd like to try something like a lotus elise or similar, but I'm stuck with this green thing like a stock car. Just not the sort of thing I like to drive.

any other tips on setting it up quickly so I can get a feel for it, its very unfriendly at the moment.
As 1-D_FTW said, you just need to invert your FFB settings (so +90% becomes -90%).

And I'm not sure that you can switch cars in the demo, but I really like the ZR it comes with. You might want to upgrade it to a faster model (I don't remember if they are unlocked in the demo) so go do a test session in the ZR and type in ISI_BABYFACTORY in the chat box and press enter. When you exit the test session you'll have infinite money to upgrade the ZR to the M and Z types.

Other than that, watch these two videos that I made and keep asking questions...

http://www.youtube.com/watch?v=kWIatCxA2zI
http://www.youtube.com/watch?v=_1kmg8cZ-5E
 

mclaren777

Member
Virtua_LM has released another high-quality track for rFactor, bringing the Sebring International Raceway to the simulation.

The track hosts the famous Sebring 12-hour race that is currently happening as we speak. The virtual version comes with three different layouts including the full track as well as the Club & Modified layouts.

As you'd expect from Virtua_LM, the track maxes out rFactor's graphic capabilities coming with great textures, lots of trackside objects and spectacular night lighting. The track is perfect for sports car mods, proving a great venue for grueling endurance battles.

http://www.megaupload.com/?d=UTLUM6J0
http://www.mediafire.com/?okrruh1rfou9r6u

E12eB.png
 

mclaren777

Member
Even though it's been out for years, I finally got around to trying Miniville today. It was a blast and I particularly liked the butterflies. :)

q8OtM.jpg



I also discovered that the Hankook MX5 Cup is a great mod for beginners. So if you're new to rFactor or you're trying to get your girlfriend/wife interested, this would be a great start. They have tons of grip and the models/liveries are great.

Download

pOKnk.jpg
 

mclaren777

Member
rFactor 2 -- Developer Q&A

General Product Questions

How will rFactor be released? Online? Steam?
We have our own online distribution system in development.

What are the minimum specs?
We have not yet completed testing. A single core CPU above 3.0GHz with SSE2 would work, but a dual core 2.0GHz CPU would be better. 2GB RAM and either nVidia GeForce 8600 or ATI Radeon x1000 Series with 512MB video RAM will be required to take advantage of some features. rFactor 2 will not run on Windows 98, but will run on Microsoft Windows XP, XP 64bit, Vista and 7.

Will rFactor 2 support multiple CPUs/GPUs?
Yes to both.

Has force feedback been improved?
The force feedback is now much more correct. We are using a separate thread for physics and this has decreased latency. Right now we are working to refine feeling with the new tire model.

Does rFactor 2 support multiple controllers like rFactor did?
Yes.

Has triple screens support been improved?
Yes. We now also support nVidia 3D vision and virtual screen angles can be adjusted.

Does rFactor 2 support many of the oval specific rules and regulations difficult to simulate with rFactor?
There has been some improvement in this area.

What are the different series that are going to be included?
We have been working on assets for several different styles of racing that are in various states of readiness. Some of these may not make the initial release, but those that don't will be added post-release as we did with rF1. Of course, we'll also be enhancing the released series in the future with more cars and tracks; so there is plenty of content to come. The series that are nearest completion and should be ready in time are:

1960s historic racing (both open-wheel and hard-top)
1970s stock car racing
Renault Meganes and Clios
Modern endurance racing (multiple vehicle classes)
Open-wheel trainers
Formula Renault 3.5
Formula ISI


This list is not definitive--there's always the chance we could hold something if we feel it's under par. Likewise, we could end up finishing something we didn't expect.


Modding

Will rFactor 2 be modding friendly like rFactor? What has been done to improve modding? Open script?
Many improvements have been made to make mods easier to find and install. No open script.

Will there be documentation supplied with rFactor 2 or will we have to figure things out ourselves?
Support will be provided and some documents will be provided both with and after the initial release.

How difficult will it be to convert tracks from rFactor to rFactor 2 and be able to make use of the new features available? What about converting without the new features?
Possible, but it will not be as simple as dragging and dropping. Mod groups are going to want to put in some additional effort to take advantage of the new features available for their work.

Are mods going to be easier to install? Can they be packaged?
We are currently testing our new packaging system.


Multiplayer

Will there be an in-game lobby filter to make it easier to find races?
A filter is available but the final criteria is not yet set. You will see server information such as pings for sure.

Will rFactor 2 have a ranking system?
No.

Will racers be more accountable for their actions and can server admins manage them?
An online login system should allow more control.

Can I block someone driving with keyboard from joining my race?
No.

Why is the ability to host a race from within the software being taken out?
To ensure a consistently improved online experience.

Have the mismatch issues found in online games been worked on with rFactor 2?
Yes.

Will there be driver changes?
The fate of this is tied to rejoins (see below).

Can I rejoin a server after being disconnected?
We've done some work on this, but it may not be ready for deployment of the initial release.

Can we force tire/part changes in hosting rules like many real-world racing series?
Probably not, but it should eventually be possible to see this information in result exports.

What is the multiplayer client connection limit in a race?
The number of drivers that can join a server at any time depends on how many drivers each specific mod supports (up to 64 most likely). Of course other clients can join as spectators if the server allows them.

Can I voice chat with other racers?
There will be no in-game voice chat. We feel other free programs do this very well and with far more features than we would want to implement.

Can I share setups with individuals/everyone in the race?
Yes.

Are fixed/forced setups supported?
Yes.


Graphics

What post processing effects are planned with rFactor 2?
HDR, bloom, new shadows, ambient occlusion, heat distortion.


Sound

Has work been done to improve sound such as echoing in tunnels?
We are working on this right now. Both walls and tunnels.


Cars

Can we have glowing/reflective numbers for night racing?
No plans for this, but you can do this yourself.

Can cars now make proper wheel to wheel contact?
Yes. We have improved collision detection.

How exactly has the tire model been improved?
The tire model is new and one of the most important features of rFactor 2 which will interact with the new weather and road models. Real life drivers deal with many changes during an event as they can arrive at any turn and can find themselves with more or less grip than they felt on the previous lap. The tire, track, and weather model should allow users to experience many of these changes for the first time.

The tire is now considered to be a separate simulated body to the rim, and the contact patch has a huge increase in processing allowing different and constantly changing levels of heat and wear all around and across the tire. Tires will hold a history of what you've done to them and all these factors will give a constantly changing experience in terms of grip, handling, and even pit strategy.

Has damage been improved?
We've done some work on this but are not yet sure what will be in the initial release. A new feature which may make it would be that paintwork can be scratched/ripped by contact. Tire damage has also been implemented (see above).

When I change tires (or go onto the grass and make them dirty, etc) will the look of the tires change? Will there be visual tire wear?
There will be both physical and visual wear for tires. Dirt and grass pickup not yet decided.


Tracks

Will there be any laser scanned tracks in rFactor 2?
No.

Will there be pit crew animations?
We have a new animation system that allows for the addition of animated pit crews, and while it is our intention to add this it will probably not be included in the initial release. We will most likely ship with a minimalistic pit crew and then build on that until we have a fully functional crew for the many different types of cars we have.

Will tracks have scripted events like the crew jumping onto the pitwall for the finish, a firework show on the first lap or spectators leaping out of the way on a hillclimb or rally stage?
Again, scripted animation events are something we have in the pipeline, but most likely won't make the initial release. The plan is to have events that can trigger other events, and so on. Our animated pit crews will depend on these triggered events so we'll have to add them.

Can I set points where the green flag would be waved for start/restarts?
Currently, we have internal triggers that tell the starter when, and what type of flag, to wave. We will be expanding the flagmen functionality post-release, so we could probably add trigger-driven events to the system easily enough.


Weather

Will the weather change during a race? Will it affect grip and visual effects as it does?
Yes to both. Weather will affect both your visual and physical experience.

How will the weather effect the drivers view?
There will be fogging, a wet windshield, raindrops and wipers.


A.I.

Can the A.I. in rFactor 2 have personalities so that one driver is perhaps more aggressive than another?
Yes. AI can be setup individually and overall. In fact if you really wanted to, each driver can have a preferred line around a race track. You can make individual drivers better/worse in qualifying versus the race or even give someone a slow reaction speed at the start.

Will A.I. in a slower GT class let a faster car through?
Blue flag code has been improved. AI should move away from the racing line in appropriate situations.


Output

Will more information be in the files that keep track of laptimes, aids used, weather, etc?
We are currently setup to export XML files which contain some information, but we will be moving towards a JSON system which should allow extraction of information at a much greater depth.

Can more information be in the results, like tire compounds, number of pit stops, etc?
The JSON generated information will evolve (see above).
 
Wazzim said:
No that's the tweaked one for 2. Why would they use the one from 1?
I don't know, maybe they released an older video. I didn't expect it to look that bad. Still looks much like gMotor2 and I was hoping we could get rid of that.
 
brotkasten said:
I don't know, maybe they released an older video. I didn't expect it to look that bad. Still looks much like gMotor2 and I was hoping we could get rid of that.
Why bother commenting on how it looks if you're not even able to notice the insane amount of compression in that video? Focus on what they're showing, the tire model and the tire contact patch window in the upper left corner. ISI still doesn't have a huge art staff (and really why should they have? the game is made for mods), so obviously the game out of the box isn't going to look too spectacular regardless of the new engine features.

They've also recently (today) talked about graphics in an update, specifically post processing http://www.virtualr.net/rfactor-2-new-track-progress-report/
 

mclaren777

Member
More info from the lead track designer...

rFactor 2 -- Track Progress

First, let me start by apologizing for the lack of updates recently--Luc and I have been buried in the construction of the latest, and what should be final, initial-release track for rF2. I've built a version of this track before (never released) and it almost put me in my artistic grave. No, I'm not going to tell you what it is--this one is a surprise but I'll give you a couple of hints though:

1) This track is a monster to build for a full team, let alone an environment art team of two. But Luc and I have it under control now and are making good progress.

2) This is another historic track, so it's not the typical, modern design.

So, other than this work, Luc and I have made another pass on the other tracks (still a couple left to do) to add some more things, clean up some issues, etc. There's still a bit more we'd LIKE to do, but if we had to ship today I'm happy with the base art.

If you've read the Q&A that Tim put up today, one of the items that should be of interest visually is the question about post processing effects. We have good first passes for HDR and SSAO, but we won't be showing any of them until we have something we're happy with, and we have Bloom working in tandem with HDR. Honestly, the main graphic feature the newer titles have over us right now are the post processing effects (look at some of the titles with those the effects turned off and you'll see what I mean). I feel our geometry usage and texturing are up to par, and once we have these effects in place I think we'll have a really good looking sim. And the beauty is that we're going to add to rF2, so I'm not worried about what we may not have initially--it'll get there.

There's not much to talk about other than that--all our time has really been consumed by this last track and other odds and ends, and the programmers have been busy adding and refining features. Speaking of which, the new tire model is really amazing, to be quite honest. I have a VERY hard time now driving with the old model--it just doesn't feel nearly as good. I think rF2's claim to fame is going to be the way it feels to drive and race, in my opinion.

When all is said and done we will have built 11 tracks from scratch (not bad for a two-man track team over two years), and almost all of these tracks have multiple layouts that support our different series. Depending on which series (cars) are ready when Gjon says it's time to release will dictate exactly how many tracks are shipped with. And again, what we don't ship with initially will be available as they become ready. We'll ship with more tracks than rF1 shipped with for sure, but I can't say precisely how many yet.

Karts require some specialized elements to do them properly. Once the tire model is fully implemented (almost there) then we can evaluate and see what we need to do to properly support karts. I know we WANT to ship them with the initial release. If not then they won't be far behind.

Wishlist items--I can tell you we've looked at all the wish items we've gotten from various sources and prioritized them and will do our best to get in as many as we can for initial release. The reason we can't give a nod to specific items yet is mainly due to time and testing. If we test an item and it doesn't work correctly without excessive effort then it will probably have to wait until after initial release.

Modding--rF2's structure is different. You won't be able to simply drag -n- drop rF1's mods into rF2, especiallly if you want them to work with the new dynamic track surface features and weather. Luc and I (mainly Luc) have been working on a doc that helps to explain the new features and their basic implementation.

Audio -- Surround Sound and other audio effects are being looked at now.

The AI are now MUCH better at holding their lines through turns and how they act when behind you. If you slam on the brakes with an AI right behind you outside of a braking zone, then yeah, you're going to get hit--same thing happens in real life. But if you race properly so do they.

AI characteristics are centrally located based on series--it's easy to tweak them now.

AI track learning isn't really needed any more--it's still AIW based but is much more in depth--more to come on this later.

I do NOT underestimate the need for strong AI as I love to just jump in the game, set up a race and go. I can honestly say that I enjoy racing against the AI now--they're at least as good now as a better than average online group

Wind driven effects: This is planned--not sure it'll make the release though.
 

mclaren777

Member
brotkasten said:
I don't know, maybe they released an older video. I didn't expect it to look that bad. Still looks much like gMotor2 and I was hoping we could get rid of that.
That video was made by ISI's community manager. He built his computer for less than $500 and he was recording that video in realtime while playing. And some of us in the community had to teach him how to use Sony Vegas so his knowledge of video codecs is rather limited.

Bottom line: rFactor 2 will look much better than that. Don't worry. :)
 
mclaren777 said:
That video was made by ISI's community manager. He built his computer for less than $500 and he was recording that video in realtime while playing. And some of us in the community had to teach him how to use Sony Vegas so his knowledge of video codecs is rather limited.

Bottom line: rFactor 2 will look much better than that. Don't worry. :)
Wow. I mean, the video does the job in showing the new tyre model (which sounds awesome), but he should do a better job representing the entire game.
 

mclaren777

Member
brotkasten said:
He should do a better job representing the entire game.
We've been telling him that for a while.

I think we just need to trust ISI that they know what they're doing. rFactor turned out really well so I expect rF2 will be equally as impressive.
 

Orgun

Member
Seeing as i've gotten into racing games quite a lot recently (thanks to F1 2010 and the gaf community really), I even subscribed to iRacing for three months but just don't have the time for it :( I am going to be getting rFactor 2 when it's released.
 

Stoffinator

Member
Only problem I would have would probably be my graphics card. I don't actually have one per say. lol. It's one of those built in chip sets. Other wise I could run some games, but my PC is still from 2007.
 

mclaren777

Member
Stoffinator said:
Only problem I would have would probably be my graphics card. I don't actually have one per say. lol. It's one of those built in chip sets. Other wise I could run some games, but my PC is still from 2007.
The system specs are rather low so you might be fine. I'd suggest trying the demo/beta in the OP.


Minimum
1.4 GHz processor
512 MB RAM
Geforce4 4200 or Radeon 9200
128 MB video RAM

Recommended
C2D E6600 processor
2048 MB RAM
Geforce 7900 GT or Radeon X1900 GT
256 MB video RAM
 

Orgun

Member
So my rFactor free trial has ended :( Has a release date been announced for 2 yet?

At least I have Race 07 to fall back on, forgot about that.
 

mclaren777

Member
Orgun said:
Has a release date been announced for 2 yet?
Nope, but based on the Q&A posted above, I've gotta think they're getting close.

I'd say summer at the earliest and fall at the latest.
 

mclaren777

Member
Would people appreciate it if I put together a must-play mod list of cars and tracks?

I realize it would be subjective, but I play almost everything so I feel that I have a good handle on what's good/bad.
 

Orgun

Member
mclaren777 said:
Would people appreciate it if I put together a must-play mod list of cars and tracks?

I realize it would be subjective, but I play almost everything so I feel that I have a good handle on what's good/bad.

That would be great, is there a Mod Manager program for rFactor? Sort like for oblivion and fallout.
 
Orgun said:
That would be great, is there a Mod Manager program for rFactor? Sort like for oblivion and fallout.
As far as tracks, cars, and even racing series go, you just install them all and then pick what you want to race from within the game. So in that respect there's not really much need for an external mod manager, although there may also be mods of other sorts that would benefit from such a thing.

I've been out of this game for years, but this place used to be the main destination for mods, and still looks to be active in case you want to get an idea of what's out there.... and there's a lot out there.
 

KillerAJD

Member
slidewinder said:
As far as tracks, cars, and even racing series go, you just install them all and then pick what you want to race from within the game. So in that respect there's not really much need for an external mod manager, although there may also be mods of other sorts that would benefit from such a thing.

I've been out of this game for years, but this place used to be the main destination for mods, and still looks to be active in case you want to get an idea of what's out there.... and there's a lot out there.
And if you don't want to deal with installing the mods the manual way, you can buy a sub at rfactorcentral to get their "1-Click Install" which lets you install the mods quicker. I believe you get to try it out once or twice when registering a new account though.

Anyways, you guys have got to check out Cannonball Run USA! 140km of road! I believe it's the longest track in rFactor to date. No AI, so unless you're playing online, it gets pretty lonely. It's really well done though, and only makes me even more annoyed that there is no reset car function in rFactor, because if you fuck up and drive off the road just a little bit down an embankment, you might just have to restart the entire goddamn track. lol
 

mclaren777

Member
KillerAJD said:
And if you don't want to deal with installing the mods the manual way, you can buy a sub at rfactorcentral to get their "1-Click Install" which lets you install the mods quicker.

Anyways, you guys have got to check out Cannonball Run USA! 140km of road! I believe it's the longest track in rFactor to date.
I personally object to the idea of paying for free rFactor mods so I can't recommend that RC approach. But to each their own, I guess.

And if you like long tracks, make sure to keep your eye out for the 72km Targa Florio mod, which is rapidly nearing completion.

http://www.youtube.com/watch?v=N-3RvUFX094
 

1-D_FTW

Member
I'll download it. I can't promise you more than that:) I've already got a whole new stack of stuff from you that I've yet to get through. rfactor is the racing version of Steam. The backlog grows unchecked.
 

Orgun

Member
mclaren777 said:
I'm not a big fan of the Ring and I actively dislike Real Feel, but you might want to try this 6e66o/Com8 version if you haven't already...

Download

uDttO.jpg

Got to admit, i'm not that great a fan of Nordscheife but I do enjoy taking a car round it from time to time. I'm more of an open wheel fan and they don't really like all the bumps and camber changes on that track :) Then again i've only ever raced it in Gran Tourismo games...
 

1-D_FTW

Member
Orgun said:
Got to admit, i'm not that great a fan of Nordscheife but I do enjoy taking a car round it from time to time. I'm more of an open wheel fan and they don't really like all the bumps and camber changes on that track :) Then again i've only ever raced it in Gran Tourismo games...

I would at least download both. The one I linked to is Rfactor Central's #1 rated track by the users.

You're right about it not being the greatest with open wheeled racers. I've found the Porsche Fabcar is fantastic in any setting (including Nordscheife) though. Bathurst too. Pretty much everything. It's kind of stalled me from experimenting with anything else.

http://www.rfactorcentral.com/detail.cfm?ID=Porsche Fabcar Challenge
 

KillerAJD

Member
mclaren777 said:
I personally object to the idea of paying for free rFactor mods so I can't recommend that RC approach. But to each their own, I guess.
Oh, me too, I was just giving a heads up that there was another option to maybe speed up the process on downloading and installing mods.
 

Orgun

Member
Got my copy of rFactor, time to get modding. Hopefully I can get real feel to work .

edit: Ah bollocks, i'm gonna have to find a no dvd crack for rfactor. I have no DVD drive, had to install via a temporary external drive.
 

Orgun

Member
Signed up for a month of rfactor central pro, only £3 and I've downloaded about 20 mods already. So easy with the 1 click install.
 

isamu

OMFG HOLY MOTHER OF MARY IN HEAVEN I CANT BELIEVE IT WTF WHERE ARE MY SEDATIVES AAAAHHH
Do you guys who are anticipating rFactor2, suspect there will be a career mode single player campaign? I wanted to play the one in the first game but the AI was nothing short of apalling :(
 

mclaren777

Member
I actually enjoy racing against the AI in rFactor but here's what the guys at ISI have said about the improvements for rF2...


Can the A.I. in rFactor 2 have personalities so that one driver is perhaps more aggressive than another?
Yes. AI can be setup individually and overall. In fact if you really wanted to, each driver can have a preferred line around a race track. You can make individual drivers better/worse in qualifying versus the race or even give someone a slow reaction speed at the start.

Will A.I. in a slower GT class let a faster car through?
Blue flag code has been improved. AI should move away from the racing line in appropriate situations.


The AI are now MUCH better at holding their lines through turns and how they act when behind you. If you slam on the brakes with an AI right behind you outside of a braking zone, then yeah, you're going to get hit--same thing happens in real life. But if you race properly so do they.

AI characteristics are centrally located based on series--it's easy to tweak them now. AI track learning isn't really needed any more--it's still AIW based but is much more in depth--more to come on this later.

I do NOT underestimate the need for strong AI as I love to just jump in the game, set up a race and go. I can honestly say that I enjoy racing against the AI now--they're at least as good now as a better than average online group
 

mclaren777

Member
A word to the wise: you should always remember which track is which so you don't accidentally find yourself barreling down a ski run in a slick-shod Radical. ;)

C7GmR.jpg
 

AcridMeat

Banned
After playing a good deal of Race 07 today (and a F1 mod for it), how does rFactor play with a 360 pad? Is it worth it? I'm not bad in 07 with it.
 

dubc35

Member
I tried rFactor a while back and wasn't too impressed (the demo). Currently downloading again to try it out. I've been playing a lot of GTR2 lately so it should mesh well. I'm not sure if my laptop will be able to handle all the delicious mods though (it can't run the GTR2 Le Mans mod, not sure how it compares in size/reqs to some of the RF mods though).
 

KillerAJD

Member
AcridMeat said:
After playing a good deal of Race 07 today (and a F1 mod for it), how does rFactor play with a 360 pad? Is it worth it? I'm not bad in 07 with it.
I played with a 360 controller for about 4 months before I got a wheel. Well, actually, I used a PS3 controller, but it's similar enough. I did pretty good with it, as long as the look ahead was turned off, because otherwise any turn of the stick would shift the view around, and that gets annoying real fast. You can try it out if you want. I think it's a 60 minute trial with a few tracks and a car.
 

dubc35

Member
The BMW F1 car is epic fun! The sound alone is awesome. I used up my hour today. I didn't realize the clock started once I installed it though. I will probably end up buying it soon. I'm due to reinstall windows soon (it's been 4 years or so, so it's about time). If I buy it now would I be able to download it again, or should I wait until I reinstall?
 
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